Which of these statements do you agree with: "all games will rot your mind", or "all games will make you a better person"? Neither? Then you're picking a more nuanced position than a lot of politicians and commentators nowadays, who seem to think all games are either Grand Theft Auto or the educational edition of Minecraft. Along with being more profitable than TV and movies, games are also far more varied, which means we have to work much harder to talk about which games or genres might have positive or negative effects.
Contrary to popular belief, videogames weren't immediately demonised when they appeared in popular culture. At worst, they were seen as "a frivolous pastime with minimal benefits", as Sid Meier recalls in Memoir!: A Life in Computer Games, but not much different from other niche interests, such as jazz music or the work of Frank Gehry. It was only later that they were wrongly accused of fostering violent tendencies. As frustrating as that period was, it is largely over: videogames now dominate the world of entertainment, and fans who were quick to cast doubt on research studies criticising games are now just as quick to champion those that praise their hobby.
There are a few clouds marring this cultural victory, though, including the plague of loot boxes and microtransactions that have multiplied across the industry. Unusually, politicians and players have been united in disliking this kind of exploitative monetisation and gameplay, with proposals to regulate loot boxes receiving widespread support from consumers. Where things become more complicated is when we consider the less harmful but more widespread sin of games that waste players' time by means of compulsion loops.
This story is from the November 2022 edition of Edge UK.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the November 2022 edition of Edge UK.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart